Item Database

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Within the database items are separated by item type, this designates their primary function - for example potion items are designed to be consumed once used, gem items are designed to only combined with other items etc. Many items have special uses within their primary functions, these are usually changed using the shape attribute.

Some items - notably ones that are visible on the character (such as weapons or armour) sometimes use special effects such as a glow. These are added through the effect attribute. Although effects can be added to any item of the same type, most effects are designed to only be used with certain items.

Unless specified otherwise, equipable items can use any stat. Consumable items (such as potions, gems, scrolls, scripts etc) are never equipped to the player so only use stats which are used for their special function.

Character Items

A player character has 14 slots. These are Weapon, Armour, Helmet, Necklace, Bracelet x2, Ring x2, Amulet, Belt, Boots, Stone, Torch, Mount. Each item type can only be equipped in its designated slot. This rule does not apply to the right bracelet slot, which can also hold an Amulet type item.

Visible items such as weapons and armours use shapes to change their appearance.

There are certain effects that can be used on armours. By default the armour should have 0 effect attribute, which doesn't give it any effect. Some effects are designed to be used with a certain armour (usually wings), whilst others (such as glows) can be used with any armour.

Name Effect Usage
Heaven Armour Wings 1 Effect for specific armour.
Mir Armour Wings 2 Effect for specific armour.
Oma King Robe Glow 100 Effect for any armour.

Weapon shapes 49 and 50 are fishing rods, these 2 shapes are required to fish and use sub items, they cannot be used like normal weapons.

Amulet

Amulets are single use stackable items consumed automatically by certain Taoist skills.

Common Name Shape Used Stats Description
Normal Amulet 0 Required amulet for most Taoist spells.
Grey Poison (Green) 1 Used in certain Taoist spells to give green poison (reduces health)
Yellow Poison (Red) 2 Used in certain Taoist spells to give red poison (reduces defences)
Revival Amulet 3 Required amulet for the Taoists resurrection spell.

Potion

Potions are consumable items that will heal or buff the player.

Common Name Shape Used Stats Description
Normal Potion 0 HP/MP Gradually heals player.
Sun Potion 1 HP/MP Instantly heals player.
Mystery Water 2 None Allows player to unequip a cursed item (officially mystery items only).
Buff Potion 3 DC/MC/SC/ASpeed/HP/MP/MaxAC/MaxMAC/Durability Gives player the relative buff. Length of buff depends on potions durability. 1 dura = 1 minute.
Exp Potion 4 Luck/Durability Increases players percent of exp gain through the luck stat. Length of buff depends on potions durability. 1 dura = 1 minute.

Scroll

Scrolls are consumable items that have various uses.

Common Name Shape Used Stats Description
Dungeon Escape 0 Teleports player to a random position on their last saved map.
Town Teleport 1 Teleports player to their last saved safezone.
Random Teleport 2 Randomly teleports player to a new coordinate on the same map.
Benediction Oil 3 Chance to luck the players equipped weapon.
Repair Oil 4 Repairs equipped weapons durability by 5, whilst reducing its maximum durability.
WarGod Oil 5 Repairs equipped weapons durability to maximum.
Resurrection Scroll 6 Revives player with 100% of their HP & MP.
Credit Scroll 7 Price Gives player x amount of game shop credits.
Map Shout Scroll 8 Allows a single special shout across the players current map.
Server Shout Scroll 9 Allows a single special shout across the server.
Guild Skill Scroll 10 Effect Adds a skill to the players guild. Only usable by guild leaders. Skill chosen by effect number.

Gem

Gems are items that are consumed once combined with another item.

Common Name Shape Used Stats Description
Bone Hammer 1 Repairs Weapons/Necklace/Ring/Bracelet to maximum durability, with possibility to reduce maximum durability.
Sewing Supplies 2 Repairs Armour/Helmet/Boots/Belts to maximum durability, with possibility to reduce maximum durability.
Gem 3 All Adds single stat to chosen item. Success chance and max added chosen by special item stats. Chance to break item.
Orb 4 All Adds single stat to chosen item. Success chance and max added chosen by special item stats.
Special Hammer 5 Repairs Weapons/Necklace/Ring/Bracelet to maximum durability.
Special Sewing Supplies 6 Repairs Armour/Helmet/Boots/Belts to maximum durability.

When selecting the gem item type, four special fields are used to control its output.

Field Name Description
Base Rate % Chance to succeed on the first upgrade
Success Drop Amount chance reduces after each upgrade
Max Stats (all) Max added stats allowed in total
Max Gem Stat Max added stats for the gem specific stat

Mounts

Mounts are rideable monsters which have a loyalty to their owner and can equip certain items. Loyalty is initially set through the mount items durability and decreases as the mount walks, runs or attacks.

When riding a mount the only item that can be equipped or unequipped is a torch.

Common Name Shape Description
Bengal Tiger 0
Blue Tiger 1
Panther 2
Ice Panther 3
Black Tiger 4
Red Tiger 5
Snow Tiger 6
Blonde Wolf 7 Uses mask slot.
Ginger Wolf 8 Uses mask slot.
Blue Wolf 9 Uses mask slot.
Grey Wolf 10 Uses mask slot.
White Wolf 11 Uses mask slot.

Mounts use 4 or 5 sub items depending on the type of mount.

Type Ability
Reins Allows riding mount in dungeons.
Bells Allows mount to attack.
Saddle Required to ride the mount.
Ribbon Reduces speed at which loyalty is decreased.
Mask No special use.

Food is a consumable item used for the players mount.

Common Name Shape Used Stats Description
Raw Meat 0 Durability Regains the mounts loyalty depending on the foods durability, whilst reducing the mounts maximum loyalty.
Lean Meat 1 Durability Regains the mounts loyalty depending on the foods durability.

Fishing

Fishing rods are weapons, and use either shapes 49 or 50. Rods use 5 sub items, these are Hook, Float, Bait, Finder, Reel. Although none of these items use special shapes, they can only use certain stats.

Type Special Stat Name Real Stat Name Description
Hook Flexibility Critical Rate Increases the chance to hook a fish.
Float Nibble Min MinAC Minimum percent increase to find a fish on each bob. Random chance between min and max nibble + 5%.
Nibble Max MaxAC Maximum percent increase to find a fish on each bob. Random chance between min and max nibble + 5%.
Bait Success MaxAC Increases overall chance to catch a fish throughout a single attempt.
Finder Failed Success Min MinAC Increases chance to find a fish after the first failed attempt. Random chance between min and max failed.
Failed Success Max MaxAC Increases chance to find a fish after the first failed attempt. Random chance between min and max failed.
Reel Auto Reel Chance MaxMAC Increases chance to automatically reel in a fish once it's been caught.
Success MaxAC Increases overall chance to catch a fish throughout a single attempt.

There is also a separate item type for fish. These have no special attributes.

Pets

Pet items are consumable and used with your intelligent pets.

Common Name Shape Used Stats Description
BabyPig 0 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
Chick 1 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
Kitten 2 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
BabySkeleton 3 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
Baokdon 4 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
Wimaen 5 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
BlackKitten 6 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
BabyDragon 7 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
OlympicFlame 8 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
BabySnowMan 9 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
Frog 10 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
BabyMonkey 11 Effect Spawns an intelligent creature. Expire time changes per day depending on effect number used. 0 effect is permanent.
Mirror 20 Allows pet to be renamed
Black Stone 21 Gives a random item listed in the 00Blackstone file.
Nuts 22 Effect Stops pets hunger from decreasing for a set period of time. Time changes by hour depending on effect number used.
Fairy Moss 23 Effect Reduces pets hunger (increase fullness). Time changes by 100 seconds depending on effect number used.
Wonder Pill 24 Revives pet if its fullness reaches 0. Allows pet to move and pick up items again.
Strong Box 25 Effect 0, 1 or 2 Gives a random item from 00Strongbox drop file. If item is a wonder drug the strength changes depending on strong boxes effect number (0, 1 or 2).
Wonder Drug 26 Effect 0 Luck/Durability Gives exp buff. Amount depends on items luck. Duration depends on items durability. 1 dura = 1 minute.
Effect 1 Luck/Durability Gives drop buff. Amount depends on items luck. Duration depends on items durability. 1 dura = 1 minute.
Effect 2 HP/Durability Gives health buff. Amount depends on items HP. Duration depends on items durability. 1 dura = 1 minute.
Effect 3 MP/Durability Gives mana buff. Amount depends on items MP. Duration depends on items durability. 1 dura = 1 minute.
Effect 4 AC/Durability Gives AC buff. Amount depends on items AC. Duration depends on items durability. 1 dura = 1 minute.
Effect 5 MAC/Durability Gives MAC buff. Amount depends on items MAC. Duration depends on items durability. 1 dura = 1 minute.
Effect 6 ASpeed/Durability Gives ASpeed buff. Amount depends on items ASpeed. Duration depends on items durability. 1 dura = 1 minute.
Fortune Cookies 27 Not yet added.
Knapsack 28 Luck/Durability Gives BagWeight buff. Amount depends on items luck. Duration depends on items durability. 1 dura = 1 minute.

Awakening

Awakening is a system where certain item types are upgraded with a specific stat. In order for an item to be awoken it must have a grade. There are 5 awakening levels, once the primary upgrade glyph is chosen the item can only be upgraded with this glyph.

Material Shape Stat Description
Bravery Glyph 0 DC Adds MinDC/MaxDC to awoken item.
Magic Glyph 1 MC Adds MinMC/MaxMC to awoken item.
Soul Glyph 2 SC Adds MinSC/MaxSC to awoken item.
Protection Glyph 3 AC Adds MinAC/MaxAC to awoken item.
Evil Slayer Glyph 4 MAC Adds MinMAC/MaxMAC to awoken item.
Body Glyph 5 HPMP Adds MaxHP/MaxMP to awoken item.
Awakening Soul 100 Required for each upgrade.

Transform

Transform items are consumable and will turn you in to another character or monster for a period of time. The effect is chosen by the items shape. This effect can be temporarily paused by typing @ToggleTransform, which will be started again upon relogging. The duration of the effect is chosen by the items durability (in seconds).

Script

Scripts are used to activate a custom NPC script. They are consumable items and use no stats other than shape. The shape number used determines the NPC page being called. Scripts for this item should go in the 00Default file.

Effect Description
0 No special ability.
1 Defaults to the belt when split or collected.


[@_UseItem(0)]
#SAY
You have just right clicked an item of type "script", with shape "0"

Nothing

Some items aren't added to a general category as they have a small specific use.

Common Name Shape Used Stats Description
Stamp 1 Stamps are use to send parcels without incurring a carrying fee.

Book

Books are used to learn new magic skills. They are consumable items and use no stats other than shape. The shape used will determine the magic that is learnt.

Warrior Skill Shape
Fencing 1
Slaying 2
Thrusting 3
HalfMoon 4
ShoulderDash 5
TwinDrakeBlade 6
Entrapment 7
FlamingSword 8
LionRoar 9
CrossHalfMoon 10
BladeAvalanche 11
ProtectionField 12
Rage 13
CounterAttack 14
SlashingBurst 15
Fury 16
Wizard Skill Shape
FireBall 31
Repulsion 32
ElectricShock 33
GreatFireBall 34
HellFire 35
ThunderBolt 36
Teleport 37
FireBang 38
FireWall 39
Lightning 40
FrostCrunch 41
ThunderStorm 42
MagicShield 43
TurnUndead 44
Vampirism 45
IceStorm 46
FlameDisruptor 47
Mirroring 48
FlameField 49
Blizzard 50
MagicBooster 51
MeteorStrike 52
IceThrust 53
StormEscape 55
Taoist Skill Shape
Healing 61
SpiritSword 62
Poisoning 63
SoulFireBall 64
SummonSkeleton 65
Hiding 67
MassHiding 68
SoulShield 69
Revelation 70
BlessedArmour 71
EnergyRepulsor 72
TrapHexagon 73
Purification 74
MassHealing 75
Hallucination 76
UltimateEnhancer 77
SummonShinsu 78
Reincarnation 79
SummonHolyDeva 80
Curse 81
Plague 82
PoisonCloud 83
EnergyShield 84
PetEnhancer 85
Assassin Skill Shape
FatalSword 91
DoubleSlash 92
Haste 93
FlashDash 94
LightBody 95
HeavenlySword 96
FireBurst 97
Trap 98
PoisonSword 99
MoonLight 100
MPEater 101
SwiftFeet 102
DarkBody 103
Hemorrhage 104
CrescentSlash 105
Archer Skill Shape
Focus 121
StraightShot 122
DoubleShot 123
ExplosiveTrap 124
DelayedExplosion 125
Meditation 126
BackStep 127
ElementalShot 128
Concentration 129
Stonetrap 130
ElementalBarrier 131
SummonVampire 132
VampireShot 133
SummonToad 134
PoisonShot 135
CrippleShot 136
SummonSnakes 137
NapalmShot 138
OneWithNature 139
BindingShot 140
MentalState 141
Custom Skill Shape
Blink 151
Portal 152

Other

Certain item types have no special use other than allowing a merchant to correctly filter out items in their store - and to have a common separation between use within the database.

These items currently are Quest, Ore, Meat, Crafting Material and Fish.

Expiry Time

All items can have an expiry time set to them. This is a real time value that once expires will delete the item. If an expiry time is set on a consumable type the item will still be disappear as normal if used prior to the expiry time.

To give an item an expiry time it should be added as a short time format in square brackets on the end of the items name. The square brackets and everything inside it is not displayed to the user in game, as will appear as a countdown on the items hover label.

Annotation Meaning Example
m Minute WoodenSword[5m] would give 5 minutes until it expires
h Hour WoodenSword[10h] would give 10 hours until it expires
d Day WoodenSword[7d] would give 7 days until it expires
M Month WoodenSword[2M] would give 2 months until it expires
y Year WoodenSword[1y] would give 1 year until it expires